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Demon Tokenlock!

  • Last updated Mar 23, 2015 (Undertaker Nerf)
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  • 22 Minions
  • 8 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Unknown
  • Crafting Cost: 10340
  • Dust Needed: Loading Collection
  • Created: 3/23/2015 (Undertaker Nerf)
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Da demon tokenlock

swarm with Imp MasterImp Gang BossImp-losion and Illidan Stormrage   for more fun!   You will often force your opponent to AoE down useless stuff and also gives low value to potencial MCT's   :)


almost everything you spawn can be buffed with DemonfireDemonheart  or Mal'Ganis

Translate very well into early-mid game with Imp Gang Bang! (I mean boss, but you know...), and the all-times loved Mistress of pain, controlling early with Dark Bomb and Imp-losion for more annoying little things xD

You can also always Power Overwhelming your tokens to remove a mid-game threat, or just double overwhelmg and dark bomb for sick finish. (does also find the board clear with Power OverwhelmingShadowflame  or just shadowflame, or trade + shadowflame or else

And also translates into mid-late game with considerable threats like Illidan, Dr. BoomMal'Ganis  or sometimes a Jaraxxus  for reaching lethal.  Dont be afraid to have your boom BGH'd though cause it's there just to bait removals for safer Mal'ganis later for the win. And also the most important thing about the Boom are bots he spawns, that can also be Power overwhelmed for good trades + bots explosion


Sludge BelcherLoatheb, Sylvannas and Big Game Hunter are there teching agains't, you know, almost everything because those little situations that you tech and turn the things around are just game-deciders.  Reasonings: Belcher techs against any kind of threat, but mainly aggroCard Name,   Loatheb is there to stop rogues and mages to "one turn- I didn't see that one coming - combos". Sylvanas....well it's just sylvanas,  and BGH agains't Booms, Giants, Baron Gedons, Ragnaroses, and stuff


well that's it,  feel free to give your sincere opinion (with no trash talks ok? we're all grown-ups - I think)

I accept suggestions as well, and your impression on how this deck may actually do if built; Thank you :)



EDIT: -2 blood imp; -2 demonfire; -2 dragon eggs  +2 voidwalker;  +2 abusive sergeants; +2 void terror

I actually realized (thanks to comments.  thank you  grimm222  xD) that blood imps aren't any good and the dragon eggs don't really make such a big difference, and also demonfire is weak as well, so the modfications stands with voidwalkers that are good for stopiing early aggresion, abusive sergeants to make your tokens trade better and void terror that opens space for more tokens while putting some threat on the field (he was actually on the original idea, didn't know why i cut him though)